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The trade is one of Cities XL's most innovative concepts, allowing you to create a network of interconnected cities on your Planet!

This is a NPC trade entity, which has massive amounts of cash and resources, and is eager to trade with your cities, Anything you lack, you can buy from Omnicorp , and anything you produce in excess, you can sell to them.

Beware of their cutthroat prices! Cities XL has its own time. The time meter is shown in the middle part of the Top Menu, and nearby you'll also find a small button to accelerate or stop the time.

There are several aspects of the game, affected by time, but the most important one is the Financial aspect - every tick your Budget will grow or shrink according to your cashflow.

The citizens you attract to live in your city are at the same time the workers that fill in all the positions in private and state-run buildings.

Your citizens want stuff, and they will only come and live in the city if you provide them what they want. This is called Satisfaction.

Key components in Citizen satisfaction are Services, like Education and Security, so make sure to provide these. This prevents you from doing something so wrong that your city flounders rapidly.

So, be patient and try to master each component of the game-play as your city grows slowly. The last buildings and tools will unlock around population of Note that some high - end Landmarks have an even higher population requirements, so don't panic if you don't see all wonderful buildings we've described in this Wiki!

The first thing you need to do in your new city is establish a connection to the rest of the Planet. On land maps you will be asked to select a road and drag it to the edge of the map.

There you'll see a purple area, representing the Road City link resource - drag the road to it and it will automatically snap to the edge, creating the City link you'll see a big sign appearing there.

On island maps you don't have Land City link resources, only Sea and Air ones. There you'll need to place a Small harbor in a zone highlighted on the map there is usually a very extensive zone, so you shouldn't have problems.

Then connect the harbour to a road to complete the connection. It is essential to use the biggest available road the Small Avenue for these connections, because this road will transfer all the Freight and Passenger services that you're gonna use in the beginning of the game, and bigger roads transfer those much better than smaller ones.

Next you'll need to select the place of the City hall - the center of city administration. Keep in mind that after you upgrade it this building will emit a strong Landmark bonus aura, so place it somewhere where you will be able to make use of this.

It doesn't necessarily need to be in the center of the map, but it's good to place it in a place where you will later form a 'Downtown'.

Remember that the whole Road network needs to be linked at all times to the City hall. Next you need to place the special resource building called Utility center.

This small building produces all four essential resources that every city needs - Electricity, Water, Fuel and Waste disposal.

It produces them in enough quantities that you won't lack them until your population has reached about - Remember that you need to link this building to the City hall by means of a road.

Finally, before you can start with the real development of your city, you need to place some residential zones for Unskilled and Skilled Workers , which will take the positions in the City hall and the Utility center - otherwise these buildings won't be able to function.

Every good city builder plans his cities ahead of time, or at least decides upon some vital points right in the beginning of each city. This could save you a lot of problems later, and also permit smoother development.

There are many things in the game that produce Air Pollution, and many other things that don't like it starting with Citizens.

The main producers of Air pollution are Heavy and Manufacturing industry factories, and when you build those a lot in a city, you'll eventually get a lot of pollution.

Since there is no way to get rid of this pollution you can only try to counter it , this will turn into the so-called 'Dirty' city.

The businesses that don't like pollution Offices and High tech industry will wither in such a city, no matter what you do, so you might as well not build them at all.

Rather, use the opportunity to stick here every branch of production that pollutes, such as Power plants, Fuel and Waste facilities. A ' Clean' city is, in this context, obviously one that is not polluted.

That is, you haven't build a lot or better, none of the polluting buildings. So, here you can build as many Offices and High tech industrial buildings as you want - this will turn into the main tax generator for the city coffers.

You can also develop Hotels, tourism, and also Water production if you have Ground water resource on the map. You could also use Windmills to produce clean energy for this city, just be aware that you'll need lots of these.

Each map, as mentioned before, has one of four types of resources: All these areas are gonna appear on the map highlighted, when you open the Resources Layer.

Because these resources cannot be produced, unless you have these areas on the map! Yes, you could create some Holiday areas on any map, using Landmarks and MegaStructures , but they will never be able to produce enough to satisfy even one city, let alone to permit export of holiday tokens.

So, when you first enter your map, open the Layers and see where exactly are your resources on this map. Then, plan which ones you're going to develop you don't need to develop all four, or three, etc.

This is especially important for Arable land, because of the way Farms are build, and the space they take on the map. As mentioned before, there are buildings in the game that are not compatible with each other, for example buildings emitting pollution shouldn't be too close to buildings affected by it.

With that in mind, you should plan from the very beginning where you are gonna place your main centers of activity.

So, if you are building a dirty city, such as a Supportive industrial city , you would want to keep your polluting industry within 4 blocks from the edge of the map and your residential area as far away from that as possible.

Finally, always remember that your city will grow. In the beginning of Normal mode you have just a handful of tools to utilize in building your city; as your population grows, you'll get more and more buildings, transportation options, bigger roads, larger zones, etc.

All this will need to be added to the zones where you did your initial development, so:. Leave some space for larger roads and highways, don't fill in every last space in a neighborhood, and always, ALWAYS have your Budget on the green!

This will allow you to conduct foreign trade, and give you tranquility of mind. The very first thing you need to take care of after doing the first obligatory steps, shown above , is to assure your city is making profit.

Since you're not producing anything yet, you can't initiate foreign trade you have nothing to sell.

Which means that you need tax income from private businesses. Of the above options, you can't rely on Retail and Business hotels as economy boosters, because you can't export their products.

This means that when you build too many, their demand in the city will fall to such a point that new buildings won't grow and existing ones will start going bankrupt.

But of these, two are map-dependent Farms require Arable land resource, and Holiday hotels require Holiday area. Which leaves us with basically two options:.

You should be aware that Heavy Industry is the heaviest polluter in the game, so if you intend to make a 'clean' city you best either refrain from building H.

I, or otherwise stick it far away from your first city center. If you're gonna build a 'Dirty' city, you should still separate the Industrial district from the residential one, because there is a concentrated pollution cloud right above industries that will ruin your every effort to make the place habitable.

If you keep out of that cloud, you'll have only the General air pollution to deal with this one spreads over the entire map, but it's only a fraction of the localized pollution.

Now, remember that placing Industrial or Office or any business zones is not enough to ensure successful economy. You have to provide the necessary conditions for businesses to thrive!

The first one of them is simple:. Always ensure the availability of workers No factory can work without workers, nor an office without clerks.

And the workers are the citizens you attract to live in the city. For example, Skilled workers and Executives. When you hover your mouse over the building thumbnail in the Construction Menu, you'll see a description box, containing among other things information on what classes and how many of each class approximately will the building employ.

In the beginning of the game you only have access to the first two classes: Unskilled and Skilled workers Low density zones. Feel free to zone for both, because usually every city needs them right from the beginning.

Hotels use both, while Retail only uses Unskilled but you shouldn't build too many Retail buildings. Remember - it's always better to build residences first, and later the businesses that provide jobs for them.

In the first case you'll end up with huge unemployment and citizens might stop immigrating to the city, while in the second case your businesses will start going bankrupt due to lack of workers.

Provide Freight and Passenger services The second most important factor for business is Transportation, and in-game it is represented by the above-mentioned services.

They are provided by your City Link the first thing you established in the city. The services spread through the Road network from the source, and dissipate in quality the farther they travel and the more intersections they pass through, until the service disappears entirely.

It also matters what capacity the road transporting the service has - the bigger the capacity, the farther along the road the service will travel. If an Industry, or an Office or anything else depending on these services is put somewhere where the service is poor, it's gonna suffer greatly, and most probably go bankrupt quickly.

Later, of course, you will establish more City links, but for now, you need to build everything relatively close to the first one.

With these two things covered, you shouldn't have any problems with starting your businesses, and making them profitable.

Keep building them, along with the necessary residential zones, until the Cash-flow number turns green that is, the city starts making money each period, instead of losing money.

The process would have meanwhile brought up your population to around It's time for the first challenge: As mentioned above, when you first start your city, the citizens will come there out of pure curiosity, without expecting anything great from the government you.

There's only one requirement from the very start of the city - Shops Retail. This is the first, most fundamental thing your citizens need - a place to buy necessities, such as food: This is more difficult than it seems - Retail shops produce not only Retail services for your citizens which you will see as a green layer spreading from the shop through nearby streets , they also produce a Retail Resource.

Having too much of this resource in the city will lead to too much competition in the commercial sector, and individual shops' profits may suffer.

So, be very careful not to place too many shops in the beginning of the game - the demand in your nascent city is not nearly enough, while at the same time you risk leaving regions without Retail service!

The way to go is placing individual lots, spread around all your residential neighborhoods. As your city grows, people will judge that they now have the right to expect public services other than shops from the administration, and will get angry if you don't provide them.

The first services they require are Health and Leisure services. Again, citizen expectations start really low, so they'll just need basic service - a Health center and a Basketball court which are also the only buildings unlocked at this point.

But be warned that as the city grows further, more quality Services will be required, and new, more advanced Service buildings will be unlocked, so be prepared and keep an eye on things.

Clicking once in a while on individual Homes will bring up their Info panels, where there will be noted if a particular Service is lacking the color of the message will tell you how badly it's lacking.

So, go ahead and place these two buildings in your residential neighborhood. When hovering the blueprint of any service building above the map, you'll notice its projected future coverage on the roads - use this to gauge the perfect place for it.

In the beginning it's very easy to spot this, but as the city grows the shades of the coverage become much more varied - many times you'll have to snap a building on and off many times to see if will actually have any effect.

And remember that only citizens need Public services, so no need for a Health clinic in the middle of the factories! The next big step comes at population.

Around this point your Resource center will reach the limit of its production and won't be able to serve your growing population anymore.

It's time to provide. Utility buildings will unlock at this moment, and you'll be able to start building Power plants, Waste disposal facilities, and exploiting Water and Oil resources if you have them.

Make sure you have enough positive cashflow to support this big expenditure, or that you'll be able to soon produce enough tax income to cover it.

Also, no need to go on a plopping spree and get a Power plant, Water tower and a Fuel field, just because you can.

You'll quickly learn how detrimental this can be for your fragile economy. So, it's time to decide which of the Utilities your city will be producing, and which ones you'll be importing.

Normally a city won't produce more than one or two types of Utilities, because of their great maintenance price.

If your map has one of the two Utility resources Water and Fuel , it's most advisable to specialize your city in one, or both of them.

There is an interesting mechanic in the game, which consists of the following:. This is called a Resource chain. For Utilities it's very important to use this mechanics, because of the great costs of developing them.

So, instead of spreading your city finances over all four resources, I'd advise you to choose one or two of them, develop them massively, and import the others.

You'll also unlock Manufacturing Industry at population , which is an important business alternative - this industry is more advanced than Dirty factories, and produces less pollution and more taxes.

This should have worked. It is actually unclear why it didn't, so we don't know whether this was a weirdness of the Cities XL installer, or user error.

Any way, the story progresses:. OK, well I've managed to get it working again I then just put everything I had copied back into the main game folder and there you go.

The member had been editing game files before the initial error occurred, including the file that allows log creation.

In the crash, logs were not created. Since Cities XL routinely creates logs, it is possible that this edit stopped the game from creating the logs that it usually needs.

It is still not clear why an uninstall and reinstall didn't work - it seems likely that despite the member's best efforts, game content was left on his computer and that this prolonged the problem.

Installing on a clean machine and copying across shouldn't be necessary, but clearly it worked in this case and any problematic old content may well have been overwritten when the game was copied back.

If you edit your game files, 1 Keep a record of which you edited and 2 Keep a backup of the relevant files. The screen seems to "vibrate" shift up and down a very-very little amount, but rather fast , no other performance issues noted.

Just uncomfortable to play very. To solve, please disable Steam Community In-Game:. Example if your desktop Res. It is unknown which particular element of graphics config causes this problem, but where users change everything worst case set to minimum the problem goes away.

Anecdotal evidence suggests the problem also goes away at higher settings. Separate "chunks" of the terrain are being rendered at different heights, as are water and trees.

This makes it very hard to build in some areas because all my roads and buildings might end up under the terrain because while I see it at the wrong height, it seems the game treats all the chunks as if they're at the correct height.

I have attached some screenshots so you can see what I'm talking about. One shows the corner of 4 different chunks - you can see that three are rendered above the water.

The other screen shot is of an area where the terrain is at water level, but all the trees are up to high and thus are floating. This problem can be resolved by updating graphics drivers.

After some hours of thinking and deactivating two of my six cores in Bios and the game run fine.

But this time I got an error message while the game crashed. Don't damn every time Focus-Team have done bad work. You can damn Microsoft for a bad and bugged library in directx called D3D9.

DirectX has a global data array, and each worker thread accesses a dedicated element in that global array. However, there is a hard-coded limitation of four elements in the array.

If there are more than four cores or more than four logical processors, some worker threads in DirectX try to access memory that has not been allocated.

Therefore, DirectX experiences an access violation issue when it tries to create more than four worker threads.

May 21, - Revision: Most of the crashes reported happen with a particular city, whenever you try to load that city again.

Some crashes reportedly start after building a blueprint. A few crashes when trying to start the entire game, or on the Planet view. I also saw a crash when building a metro station.

Most mods are still incompatible with CXL , so please do not report a problem if you're playing with mods, or if you imported a CXL city where you used mods.

There are glitches with the trading interface; sometimes attempted trades yield more cash tokens than they're supposed to, or less.

All those happen when trading with Omnicorp; until now I haven't seen any problems when trading between cities. Support the software developers. Please don't mind inside.

Cities xl free slots -

General Satisfaction buttons right side of the top menu , whose color will immediately tell you if there's something wrong with something. Search titles only Posted by Member: You betting online free bets have had established your personal trading empire! Cities xl free slots Rats name in ratatouille Ausführliche Informationen casino bentheim Single- und Multiplayer-Modus As mentioned before, just like in real life, abundance of goods may lead monopoly browsergame lowering the market price, and that would make many businesses go. At the same time, you'll gain access to High Tech industry - the fourth or fifth, if you count Offices and last type of Industry. Skip to main content. So, you have established your city, its basic infrastructure, and you have made your first trading deals. However, I tried a final idea and I copied the encryption key from my laptop to a shared drive between q party 22.09.2019 casino computers and luckyclic casino it to my pc. If an Industry, or an Office or anything else depending on these services is put somewhere where the service is poor, it's gonna suffer greatly, and most probably go bankrupt quickly. You should be able to bring your budget out of the red before you reach pop. Finally, in the bottom-left part of the screen you'll notice many thumbnails appearing whenever you book of ra sounds download a. Before we start, I'd like to emphasize first the benefit of going through the Tutorials, included in the game. This has mostly to do with relief and the availability of resources or City-links. Burn or mount the image. Keep in mind Beste Spielothek in Maxldorf finden after you upgrade it this building will emit a strong Landmark bonus aura, so place it somewhere where you will be able to make use of this. There you'll need to place a Small harbor in restaurant chopelin casino krefeld zone highlighted on the map there is usually a very extensive zone, so you shouldn't have problems. So, if you're thinking of establishing your Beste Spielothek in Breungenborn finden network immediately, and then fill in all the spaces with High density buildings, think again - you'll go bankrupt before you've even realized what's wrong. Which leaves us with basically two options:. Again, try to place Elites in the best neighborhoods, with lots of parks, the best possible Service coverage, and at the same time away from pollution, both Noise and Air. The later will also boost a lot the need for Elites in the city, so you'll be able to make ample use of Medium density Elite Residences if you're building Offices at all, that is. There are glitches olg online casino the trading interface; sometimes attempted trades yield more cash tokens than they're supposed to, or less. Use these information to decide which building or item you need to construct, what are its effects gonna be, and what workers it will need.

The graphs show the balance between supply production and demand need of every resource in the game. If you have too much supply of a resource, the indicator will have moved into the ' Supply' half, and the number immediately to its right will be positive, showing how many tokens exactly are you overproducing.

At the same time, other resources that are lacking in the city would have moved into the 'Demand' half - their numbers will be negative.

Don't think that overproducing resources is all good! As mentioned before, just like in real life, abundance of goods may lead to lowering the market price, and that would make many businesses go under.

The 'Golden Middle' is a good rule here, so:. To do this, you'll need to start trading - go to the Main Menu and click on the 'Trade' button there to open the trade interface, then select a trade partner if you have no other cities, that would be Omnicorp and start trading.

The particular mechanics are described in the Trade article. In the beginning of your city you will generally be trading a single token here and there.

Try to supplement your Budget by selling excess goods, so that you can buy sorely needed products. You can easily see which ones are sorely needed by the color of the indicator in the Resource panel - if the indicator is green, you can still get away with no problems, but if it turns orange, or even RED, then you are in trouble.

However, you'll quickly notice that buying from Omnicorp is something almost impossible to do in large quantities - they are thieves! Fortunately, there is another option - buying resources from your own cities!

Then, continue developing the two cities together, and you'll realize you don't need to buy from Omnicorp anymore! You will have had established your personal trading empire!

So, you have established your city, its basic infrastructure, and you have made your first trading deals. Your population should be around 10 by now, and you will have access to more stuff:.

The first things give you the ability to grow the city much faster by building residences with double capacity and Industry providing more jobs , while the last is critical for your road infrastructure.

The Large avenue should become the new artery of your city, replacing the Small avenue almost everywhere. It's time to learn how to create an effective road network!

Effective network doesn't mean Large Avenues everywhere. For one thing, this will be too expensive for the city, and then again, Large avenues tend to concentrate more traffic because of their greater speed limit people prefer them , and thus create more congestion and traffic noise.

However, Large Avenues and later Expressways and Highways transfer traffic better than smaller roads, and they also transfer Services better meaning, to longer distances.

That's why I said that they should become the arteries of the city, but not its entire blood network! Of course, learning all the tricks for creating road networks requires a separate guide.

Check the Traffic Flow article for in-depth information, but meanwhile follow these guidelines:. Unless it's a Highway, of course.

Use them in downtown areas, work them like a grid putting smaller roads in between. And of course, all your future City Links should be made with Large Avenues actually, you would do well to replace your original City link with a new one, made with a Large av.

That is, until Expressways become available. At 15 population you'll unlock Executives low density - the third class of residents in the game. At the same time, you'll gain access to High Tech industry - the fourth or fifth, if you count Offices and last type of Industry.

This is the most advanced industry, it doesn't pollute, so you can develop it also in a clean city. Its low density factories already employ Skilled Workers and Executives, and together with the Medium density Offices that unlock at 20 pop.

Later, at 50 pop. High tech need freight services, just like Heavy and Manufacturing Industry, but they also are affected by Environment, so put them away from pollution, and preferably in nice parts of the city.

The game will unlock more and more variants of these buildings, and you'll find that in order to get good Leisure coverage, it's not enough to spam 5 Basketball courts in a block - you need to mix them with Bowling alleys, and other, more advanced sports buildings, AND Cultural leisure as well.

You will also unlock the last service type - Fire services at pop, so from now on you'll need to provide all services to your growing metropolis.

Always pay attention to the color indicators before plopping a service building, to judge whether it would improve the service in the area, or not.

You could now start thinking of specializing your city in one or more resources' production. Once you reach certain minimum amount of production of a resource, Special bonus buildings for it will become available, which will boost dramatically overall productivity for this resource.

Consider placing one already, since your city should already be able to afford it. For more info, refer to the Resource Chains article. At 50 population you'll unlock the first form of Mass transport - Buses.

And with that you'll be able to finally tackle one of the major problems for each Mayor - Traffic. You might have not had any problems with it yet especially if you've followed the guidelines of this Manual , but will eventually have, especially when you gain access to High Density Residence buildings first for Unskilled workers at pop.

A single building of these adds 5 times the number of citizens as a Low density building, and its footprint is only slightly bigger.

The final result is that your road network will get much more saturated with cars. So, it will be time to provide an alternative to the car for In-city transport, and the Buses are the first of these.

Mass transport allows citizens to get to work and back without using their car, thus alleviating the roads. But for the Bus lines or Metro, later to be effective, you need to consider carefully how you're gonna lay the network.

Different citizen classes have different preferences: So, when laying down Bus lines, take good care to provide a direct connection between the homes and the workplaces of your citizens!

Refer to the Buses and Metro articles for more detailed information on how to build the networks technically.

The Metro - the second form of Mass transport, unlocks at population. It's unlikely, thought, that you'll need its much greater capacity for some time yet, so you should stick to Buses until the point when they simply can't take more passengers.

I normally use it only after pop. The population mark will introduce the last citizen class - Elites Low density , and also the Expressway - the largest normal road.

At this point also you will be able already to build High density houses for both Unskilled and Skilled workers.

Since Execs already have Medium density, this means that overall, your city will start growing much faster.

Again, be warned that High density residences will start creating traffic problems! To counter this, use the Expressway as link to neighborhoods with lots of movement.

You could also try using two parallel Large avenues, each going one way. And, of course, Buses. Your population still will be comprised largely of Unskilled and Skilled workers, with Execs taking already a prominent part.

Heavy density Heavy industry and also Manufacturing at pop. The new Elite class will work for now only in Medium High Tech, and High Manufacturing a bit later, so no large need for them as of yet.

Use the possibility to plan some charming Elite Low density neighborhoods with their nice houses! Elites are, however, very picky about Services.

You'll notice immediately that they require a lot of everything, even Retail. Make sure to place a High density Retail nearby, otherwise they won't be satisfied.

Also, pay attention to Education - this service is not like the others, were you could simply switch basic service buildings for more advanced, as they become available.

With Education, you need a full network of Elementary Schools and a comprehensive network of Middle schools, and later some High Schools as well.

You can start utilizing the Satisfaction Layers to track the reach of your Services, and the potential effects of new buildings.

You would have noticed already how resource deficits affect your city businesses. If a resource the business needs for its activity is lacking, the business' profits will suffer.

Open individual building panels to see if any resource in particular is 'Hard or Impossible to find'. The Resource panel should become very important to you - here you could see at a glance the total resource situation, and it woun't be -1, -2 tokens anymore!

Keep an eye on the color of the balance indicators - don't allow any of them to become red, because this means critical situation!

And of course you will hit the limit of your trading capacities - the original City Link provides only 20 Freight and Passenger units 40 for an Island map , and you'll need much, much more in the future.

So, establish new City Links as needed to increase your trading capacity. Also at this point you'll notice that the Environment in the city starts slowly to deteriorate.

The Air pollution in a Dirty city will be already affecting your more sensitive businesses, so to counter this you'll have your first Landmark available - the Brandenburg Gate.

Place it carefully so as to benefit Offices and Hotels. Use all the subsequently available Landmarks the same way. Finally, your city will have grown quite a bit.

You might want to 'verticalize' go vertical, build up instead of out at that point, meaning to replace Low and Middle density buildings with High density.

This will lead to more traffic, of course, but you can't grow indefinitely via Low density houses - you'll run out of space. So, it's time to plan and implement a comprehensive Public Transport network.

You can use both Metro and Buses, keeping in mind that Metro has a much bigger carrying capacity and much higher maintenance costs , so use it as you would a big capacity Road - to connect major districts in the city such as the Industrial district with the Residential and Downtown districts.

Then use Bus lines to 'feed' passengers to the central Metro line s. Finally, where you can't or don't want to put Public transport, consider making one-way street systems.

At population, you'll unlock the Highway - the largest car-transport route of the game. Use it sparingly, since this is the most expensive network along with the Metro!

Its network is far more complicated to build than others, thanks to the interchanges you'll need to place on flat surfaces, and which are necessary to connect the Highway to the rest of the road network.

If you planned ahead and left spaces in the city, you shouldn't have too much problems, though. Later, when you have exhausted the Road City Link resource, you'll need to star making Highway City links - be warned that these are some of the most expensive facilities in the game!

You will notice that Service coverage is diminishing - this is not only due to traffic, but also to the fact the game scales up the requirements of your citizens.

Now you'll need to deal with their 'real' needs, not modified by the hype of living in a new city. To satisfy people and especially Elites , you'll need to use the top Service buildings, like the Police Headquarters, the large Fire station, the Hospital, etc.

The Education network also will need to be extended, maybe with more than one High School, strategically placed Middle Schools and numerous Elementary Schools.

Use the Private School sparingly since it's very expensive , only to provide coverage to Elite Neighborhoods. A complex combination of Leisure buildings will also be needed now.

You'll need both types - Sports and Leisure, and several tier buildings of both types for example a Basketball court, a Go Karts, a Swimming pool and a Tennis court.

Remember that identical buildings' effects don't stack! Freight and especially Passenger services will be a problem. If you have established the Industrial district close to the edges of the map as suggested , then you shouldn't have problems with Freight, but the situation with Passenger services is different.

Few people build their Office districts close to the edge of the map, where they could use unlimited Passengers - most will establish it closer to the residential districts, and downtowns, and this means that later in the game when traffic problems kick in, Passenger services quality will gradually drop.

You have several options to overcome this problem - check the Freight and Passenger Services article for some tips. At you'll gain access to the "skyscrapers' in the game - Executives High density residences and High density Offices.

The later will also boost a lot the need for Elites in the city, so you'll be able to make ample use of Medium density Elite Residences if you're building Offices at all, that is.

Again, try to place Elites in the best neighborhoods, with lots of parks, the best possible Service coverage, and at the same time away from pollution, both Noise and Air.

At you'll unlock the last functional buildings - High density Elite residences and High density High Tech industry factories. The latter are the second big job provider for Elites, together with High density Offices.

Again - if you're building a Dirty city you won't be building lots of Offices or High tech if any , so you won't need that many Elites.

So, instead of insisting on building Elite Highrises, concentrate on Low or Medium density, and on satisfying the few you have along with the Executives in the city.

At this point you'll be already hard pressed to provide all the resources the city needs - there will be lots of tokens required of everything, especially the goods your Industry and Services require to function.

You will need to use your city specializations to acquire lots of spare tokens of production that you could sell to other cities, and finance your needs.

Be careful only when you build 'expensive' structures like Special bonus buildings , or Megastructures - their maintenance will punch your wallet hard, so keep that in mind!

Its function is to unlock all buildings and roads from the beginning of the game, so once you go through the initial steps described in the beginning of th Normal mode Section , you'll be able to develop your city practically without restrictions.

If you know the intricacies of the game, you can set up a beautiful, well-planned city in under 10 minutes. If you do not know the economics of the game and how to balance the budget, you could go bankrupt in under 5 minutes.

Expert mode allows you to build large roads even Highways and High density residences of all classes and all types of industries from the very start of the city.

You can also build all types of Services including Leisure buildings. The obvious steps are to completely purge all trace of cities xl from the machine keeping saved cities somewhere safe and then reinstall.

Unfortunately complete removal of the game seems not always to be a straightforward task as this case demonstrates:. This should have worked.

It is actually unclear why it didn't, so we don't know whether this was a weirdness of the Cities XL installer, or user error.

Any way, the story progresses:. OK, well I've managed to get it working again I then just put everything I had copied back into the main game folder and there you go.

The member had been editing game files before the initial error occurred, including the file that allows log creation.

In the crash, logs were not created. Since Cities XL routinely creates logs, it is possible that this edit stopped the game from creating the logs that it usually needs.

It is still not clear why an uninstall and reinstall didn't work - it seems likely that despite the member's best efforts, game content was left on his computer and that this prolonged the problem.

Installing on a clean machine and copying across shouldn't be necessary, but clearly it worked in this case and any problematic old content may well have been overwritten when the game was copied back.

If you edit your game files, 1 Keep a record of which you edited and 2 Keep a backup of the relevant files. The screen seems to "vibrate" shift up and down a very-very little amount, but rather fast , no other performance issues noted.

Just uncomfortable to play very. To solve, please disable Steam Community In-Game:. Example if your desktop Res.

It is unknown which particular element of graphics config causes this problem, but where users change everything worst case set to minimum the problem goes away.

Anecdotal evidence suggests the problem also goes away at higher settings. Separate "chunks" of the terrain are being rendered at different heights, as are water and trees.

This makes it very hard to build in some areas because all my roads and buildings might end up under the terrain because while I see it at the wrong height, it seems the game treats all the chunks as if they're at the correct height.

I have attached some screenshots so you can see what I'm talking about. One shows the corner of 4 different chunks - you can see that three are rendered above the water.

The other screen shot is of an area where the terrain is at water level, but all the trees are up to high and thus are floating.

This problem can be resolved by updating graphics drivers. After some hours of thinking and deactivating two of my six cores in Bios and the game run fine.

But this time I got an error message while the game crashed. Don't damn every time Focus-Team have done bad work. You can damn Microsoft for a bad and bugged library in directx called D3D9.

DirectX has a global data array, and each worker thread accesses a dedicated element in that global array. However, there is a hard-coded limitation of four elements in the array.

If there are more than four cores or more than four logical processors, some worker threads in DirectX try to access memory that has not been allocated.

Therefore, DirectX experiences an access violation issue when it tries to create more than four worker threads. May 21, - Revision: Most of the crashes reported happen with a particular city, whenever you try to load that city again.

Some crashes reportedly start after building a blueprint. A few crashes when trying to start the entire game, or on the Planet view.

I also saw a crash when building a metro station. Most mods are still incompatible with CXL , so please do not report a problem if you're playing with mods, or if you imported a CXL city where you used mods.

As a virtual mayor, find the right balance between economic development of your cities, attractiveness, transportation road traffic, bus, metro Create a proper economic development by setting up trade between cities you can specialize certain cities in specific areas to fill in the needs of the others.

This will ensure large-scale financial success and allow you to develop an increasingly complex network of cities.

Burn or mount the image. Install, enter any serial when asked. The game will then try to activate the game online, block this in your firewall to prevent this.

Play the game 6. Support the software developers. Please don't mind inside. Stop Other Active Torrents - Start downloading and wait for connections.

Again, citizen expectations start really low, so they'll just geld auf paypal konto einzahlen basic service - a Health center and a Basketball court which are also the only buildings unlocked at BehГҐll kontrollen Г¶ver dina spelvanor och ha kul point. Utility buildings will unlock at this moment, and you'll be able to start building Power plants, Waste disposal facilities, and exploiting Water irina khromacheva Oil resources if you have them. The businesses that don't like pollution Offices and High tech industry will wither in such a city, no matter what you do, so you might as well not build them at all. Once there, use the krieger spiele 'Ask a question'and then 'Contact an agent'. Because these resources cannot be produced, unless tipps fürs casino have these areas on the map! Of course, there IS another way to dodge the limited Budget problem - build up a positive Cashflow, stabilize the economy and then leave the game running for couple of hours - you'll quickly grow your budget so that you can afford much more. Portugal frankreich finale main producers of Air pollution are Heavy and Manufacturing industry factories, and when you build those a lot in a city, you'll eventually get a lot of pollution. Cities XL is a City simulator, and all games of this genre aim at one thing - constructing a nice enough city for people to live in. The citizens you attract to live in Beste Spielothek in Maxldorf finden city are at the same time the workers that fill in all the positions in private and state-run buildings. That's why I Ilmainen Cash Wizard kolikkopeli sisään Bally that they should become the arteries of the city, but not its entire blood network! You'll also unlock Manufacturing Industry at populationwhich is an important business alternative - this industry is more advanced than Dirty factories, and produces less pollution and more taxes. Played again for about 30 minutes or so and it shutdown again This makes it very hard to build in some areas because all my roads and buildings cricnfo end up under the terrain because while I see it at the wrong height, it seems the game treats all the chunks as if they're at the correct height.

Cities Xl Free Slots Video

CITIES XL 2012 Gameplay 1.2Million population (No Mod,Raw game) It looks like you're using a type of "no collision" mod, there are several. Unless it's a Highway, of course. This site uses cookies. A dialog window will open, where you will type the name of the city yes, it doesn't Play the Halloween Fortune II Slots at Casino.com UK to bear the name of the mapand Beste Spielothek in Breungeshain finden the style of roads you want to use - Default no National style grand skat American, English, French cooperativebank login German. The businesses that don't like pollution Offices and High tech industry will wither in such a city, no matter what you do, so das erste extra 3 might as well not build them at all. It was very much promissing, but MC didn't listen to us and the result was predicted and happen.